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6 years ago
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Pao Archipelago. I captured all the castles. I watched three videos. Nothing else is happening. I can’t move around. What should I do?
5 years ago
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I understand that I might be a bit late with my comments and gameplay for this campaign, but here it is: D
The first campaign about the League of Shadows was quite playable, though challenging, long, with replays and restarts, but it was doable. I played it extensively and spent a total of 100+ hours on it. Here, however, I restarted the first part of the map countless times until I finally got a leader and spent 40k on the mentor (I didn't even count how many attempts it took). I understand that the author tried his best to minimize the importance of randomness, but even with a must-have artifact, it's difficult. Without a defense roll on the early levels, most stacks can't be defeated, and if you can't defeat the starting stacks, you just have to restart. Later, I honestly don't understand what kind of wizards are sitting on the forum, but I only managed to defeat the angels and the library when I found the Tome of Power along with the Artifact and the leader. Even then, I was left with one stack of demons in a cell. I only defeated the rest of the demons by the fourth month because I had to visit all the castles where they were stationed. But then, an even bigger problem arose because when I emerged on the surface, my stats were zero, my hero was weak, and there were stacks of hundreds of enemies around. Cerberuses, furies, hunters, and other unpleasant creatures. How to defeat them with a spellcaster level 1 and without BDP, not to mention without losses, or even just to win, I honestly don't understand. Reinforcements from Shio don't seem to help much either; the stacks are huge and extremely unpleasant. I don't know how to kite and defeat them. If I try to get out of the valley into the snow, there are hundreds of wolves. And all this with a warrior. I watched a walkthrough of the map, but there, the spells dealt 4 times more damage and cost 5 times less, so it's some kind of nonsense.
In general, dear wizards, I have read almost all the discussions and seen the builds, but I'm stuck right at the beginning, so I would be very grateful if someone could provide at least a rough plan for the walkthrough, indicating in which direction and within what timeframe I should move and what I should do
In reply to masgak
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5 years ago
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masgak
Pao Archipelago. I captured all the castles. I watched three videos. Nothing happens next. I can't move around. What should I do?
I somehow missed this comment. I understand that a lot of time has passed. Did the problem get resolved in the end, or did it remain?

Added 4 minutes ago
Rankord
I understand that my comments and playing this campaign are a bit outdated, but still :D
The first campaign about the League of Shadows was playable, difficult, long, with replays and restarts, but it was passable; I played it to death and spent a total of 100+ hours on it. Here, I restarted the first part of the map for a very long time until I finally got a leader and spent 40k on the mentor (I didn't even count how many attempts it took). I understand that the author tried his best to minimize the importance of randomness, the must-have artifact is a wonder, but without a defense roll at the first levels, most stacks won't be broken, and if the starting stacks can't be broken, it's just a restart. Then, I honestly don't understand what kind of wizards are sitting here on the forum, but I only managed to defeat the angels and the library when I managed to find the Tome of Power along with the Artifact and the leader of that faction, and even then, one stack of imps remained in a slot. I defeated the rest of the demons only by the fourth month because I had to run around all the castles where two of them were stationed. But then an even bigger problem arose because I emerged on the surface, my stats were at zero, the hero was practically naked, and there were stacks of hundreds around me. Cerberuses, furies, harpies, and other pleasant creatures; how to defeat them with a spell power of 1 and without BPD, not to mention without losses, or even just to win, I honestly don't understand. Reinforcements from the Castle don't seem to help either; the stacks are huge and extremely unpleasant; I don't know how to kite and defeat them. If I try to get out of the valley into the snow, there are hundreds of wolves. And all this with a warrior. I watched a walkthrough of the map, but there the spells dealt 4 times more damage and cost 5 times less, so it's some kind of nonsense.
In general, dear wizards, I have read almost all the discussions and seen the builds, but I'm just stuck at the very beginning, so I earnestly ask, maybe someone can just write down at least an approximate plan for completing the game and in what direction and within what time frame I should move and where? I would be very grateful.
I don't remember the map very well anymore. It is desirable to complete the lower part as quickly as possible. There are a few questions:
1. Does the hero have his special spells? (Hell Wave, Devil Strike, etc., as well as the Call of Urgash)?
2. Are there any modifications (EWA, for example) or third-party maps that are mods?
3. What happened before the transfer to the surface? (Did you attack the last demon, or did he attack you? This may be important).
In reply to MasteR
5 years ago
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MasteR
I somehow missed this comment. I understand that a lot of time has passed. In the end, was the problem resolved or did it remain?

Added 4 minutes ago

I don't remember the map very well anymore. It is desirable to complete the lower part as quickly as possible. I have a few questions:
1. Does the hero have his special spells? (hell wave, devilish strike, etc., as well as the call of Urgash)?
2. Are there any modifications installed (EWA, for example) or third-party maps that are mods?
3. What happened before the transfer to the surface? (did you attack the last demon or did he attack you? This may be important).
Yes, the spells and master ability are definitely present; without them, I think it would be impossible to get past the first stack (or even that). As for third-party content, the first campaign about the league is installed, as well as campaigns from previous parts of Heroes 5.

The transfer occurred after attacking an enemy Castle where the last demon was holed up. And in general, the transfer worked as it should (based on the comments in the thread): the stats dropped to 1 1 1 5, the hero had nothing left except 3 spells and remnants of the army, but there were too many powerful stacks around. A hundred Cerberuses/Furies/Scouts are generally invulnerable with magic skill at 1, because 60 damage from the fire wave is really insignificant. There were also 3 hundred zombies, which in theory could be kited, but spending 40 minutes on such a thing is already too much for some.
In reply to Rankord
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5 years ago
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Rankord
Yes, spells and the master ability are definitely present; I don't think it would be possible to get past the first stack (or even that) in the Dungeon without them. As for additional content, the first campaign about the League, as well as the campaigns from the previous parts of Heroes 5, are worth playing.

Regarding the transfer – I attacked an enemy Castle where the last demon was holed up. And in general, the transfer worked as intended (based on the comments in the thread). The stats dropped to 1 1 1 5, and the hero had nothing left except three spells and remnants of an army, but there were too many powerful stacks around. A hundred Cerberi/Furies/Scouts are virtually invulnerable with magic at level 1, because 60 damage from a Wave of Fire is really insignificant. There were also three hundred zombies, which could theoretically be kited, but spending 40 minutes on that is too much for most players.

Soon, I will review the campaign and, possibly, release an update. I might cancel the additional stat reduction when transferring to the surface, refine the completion of the first part if a demon is attacking, and also check for the possible bug mentioned by Masgak.
5 years ago
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Finally, I managed to more or less successfully complete half of the first mission, although I couldn't finish it due to endless replays with those awful stacks of dwarves that are everywhere. So, here's some very useful (but not necessarily accurate) subjective feedback: D I mentioned randomness earlier, but I realized that I greatly underestimated it in this map. A stat boost on level 3 – hello, education! I cleared everything around the castle up to the assassins near the center – and I got 7 (!!!!) points in spell power. Just 7 raw points of magical power and +3 from an artifact, and I was crushing everything. I'm taking out hunters, hello, strength bonus guarded by un-upgraded titans. In general, I'm disintegrating everything in my path with one or two waves of fire and, as a finale, a cloak that gives +50% fire damage – just, curtain, 21 spell power, 1140 damage from a wave of burning. Of course, I easily take out the door to the other demons and complete the first part of the map in 2 months and 1 week without even entering my castle once. The second part of the map distributes stats as 2 0 3 2. There are absolutely harmless stacks around, like swordsmen and liches, and, just like the cherry on top, I get another stat boost after level 4, and there was also an artifact worth 1k gold guarded by un-upgraded skeletal dragons. Of course, I clear everything before the reinforcements from the Conflux arrive and finally get to the main gameplay of this mission. However, my luck in the casino ran out at this point, and I also made a big mistake when I tried to get another leadership skill and go through spells again, but it didn't work out. I couldn't find any artifacts that boosted spell power, nor the leadership skill itself. I went into the darkness – and there wasn't a single decent high-level spell (managing to get Unholy Word from the other 5th-level spells and Dragons Utopia at the same time – that's definitely a great start), so the build is disappointing, and I didn't get any useful artifacts (the ring for machines was nice in the carriage), the battles were extremely difficult and slow, and I had to replay a lot, and in the end, I gave up on the second garrison before the coveted mentor. In general, to summarize, author, if you are going to update the campaign, I really hope you make it less dependent on luck. Given that the gameplay of this map assumes a build that relies exclusively on magical power and 3 spells, some suggestions could be: a scripted witch with protection/stat boost at the beginning, points for +1 spell power, maybe some specific artifacts are needed, and in general, all custom stacks behind the garrisons and with level 7 creatures, because sometimes, when they spawn, it's immediately clear that you can't beat them (in the wizard's tower, knights, genies 75%, on strong artifacts, devils and elven dragons, etc. spawn). The map is very, very dependent on the distribution of points in characteristics. The ideal start is described above, but before that, there were 3 unsuccessful attempts, and in one, I got only 1 (!!!!!!) point in spell power after 20 levels, and in the end, there were 4 (3 from the artifact) to clear the awful stacks behind the garrisons. And then, I'm not going to claim anything based on my unprofessional knowledge of combat mastery, but either the stacks (20+ damn titans with spells) or at least their number (~50 x3 angels (?!?!)) at the portal and library should also be changed, because they can only be defeated under ideal conditions, both in terms of the build and the battlefield (and what kind of mess happens on heroic difficulty is terrible to even think about). Furthermore, the second part of the map on the surface also desperately needs clearly defined stacks and maybe artifacts, because one bad spawn, and you're sent back to the beginning. An unsuccessful distribution of points, and you're miserably clearing hundreds of units with 1 spell power. Then, the small amount of magic in the hero (if you're not lucky with the initial distribution) gives almost no chance of defeating the garrisons with magic without unpleasant losses, and playing immediately with an army and reinforcements from the Conflux takes months, and the enemy has legions at the end. I won't claim anything, but the mentor being at least one garrison closer would give hope for correcting mistakes and more advantageous builds at the beginning (and considering what spells will appear in the guilds, it's a whole field of wonders, so it's simply impossible to predict the corresponding build), and maybe something should be done with the portal stack as well (22 magic-immune dragons and flying units on the entire battlefield make you fight with tears, not to mention the rest of the mob). Of course, everything above is the point of view of an amateur without in-depth knowledge of secret tactics, playing as a warrior, and whose ceiling is abusing darkness and raising the dead with BDP: D, but I was comfortable playing on the same difficulty level and the previous campaign without any particular problems or restarts, so I sincerely hope for improvements and greater playability without losing difficulty and interest.
In reply to Rankord
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5 years ago
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Rankord
Finally, I managed to more or less successfully complete half of the first mission, although I couldn't finish it due to endless replays with the awful stacks of dwarves that are everywhere. Well, and, accordingly, very useful (but not necessarily) subjective feedback :D

I wrote above about randomness, but I realized that I greatly underestimated it in this map. Level up to 3 - hello, education; cleared everything around the castle up to the assassins at the center - 7 (!!!!) points appeared in speed. Just 7 raw points of magic power and +3 from the artifact, yes, I was crushing everything alive. I defeat the hunters, hello, strength under the protection of un-nerfed titans. In general, I disintegrate everything alive on my path with one or two waves of fire and the apotheosis of a cloak with +50% fire damage, just, curtain, 21 speed, 1140 damage from a wave of burning. Of course, I knock down the door to other demons and, with the initial stack of imps, I complete the first part of the map in 2 months and 1 week without even entering my castle.

The second part of the map, the stats are distributed as 2 0 3 2, there are absolutely harmless stacks around, like swordsmen and liches, and, just like a cherry on top - again, I got a level up after level 4, and there was also an artifact worth 1k gold guarded by un-nerfed skeletal dragons. Of course, I clear everything that was there before the reinforcements from the Chaos Citadel and finally get to the main gameplay of this mission. However, at this point, my luck in the casino ran out, and I also made one big mistake when I tried to catch the leadership skill again and go through spells again, but nothing came of it, I couldn't find any artifacts for speed, nor the leadership skill itself. I went into darkness - not a single decent high-level spell (managing to catch Unholy Word from the other 5th-level spells and Dragon Utopia at the same time - this is clearly a great start), in short, the build is depressing, I didn't manage to find any useful artifacts (the ring for machines was nice in the cart), the battles were extremely difficult and slow, I had to replay a lot, and in the end, I gave up on the second garrison before the coveted mentor.

In general, to summarize, author, if you are going to update the campaign, I really ask you to make it less dependent on luck. Given that the gameplay of this map assumes a build exclusively through magical power and 3 spells, some suggestions could be: a scripted sorceress with protection/level up at the beginning, points for +1 speed, maybe certain artifacts are needed, and in general, all custom stacks behind the garrisons and with 7th-level creatures, because sometimes, as soon as they spawn, it's immediately clear that they can't be defeated (in the tower of the sorceress, unicorns spawned, djinn 75%, on strong artifacts, devils and elven dragons, etc.). The map is very and VERY dependent on the distribution of points in characteristics, the ideal start is described above, but before that, there were 3 unsuccessful attempts, and in one, it turned out that after 20 levels, only 1 (!!!!!!) point appeared in speed, and in the end, there were 4 (3 from the artifact) to clear the nasty stacks behind the garrisons. And then, I won't claim, based on my unprofessional knowledge of combat skills, but either the stacks (20+ infernal titans with spells), or at least their number (~50 x3 angels (?!?!)) at the portal and library would also be good to change, because they are only defeated under ideal conditions, both in terms of the build and the battlefield (and what kind of trash is happening on heroic difficulty is terrible to think about).

Then, the second part of the map on the surface also desperately needs clearly defined stacks and maybe artifacts, because one bad spawn, and you go to restart. An unsuccessful distribution of points, and you go to clear hundreds of units with 1 speed. Then, the small amount of magic in the hero (if, of course, you were not lucky with the basic distribution) gives almost no chance to break through the garrisons with magic without unpleasant losses, and playing immediately through the army and reinforcements from the Chaos Citadel is months of waiting, and the opponent has legions at the end. I won't claim, but the mentor, at least one garrison closer, would give hope for correcting mistakes and more advantageous builds at the beginning (and considering what will drop in the guilds from spells, it's a whole field of wonders, so it's simply impossible to predict the corresponding build), and maybe something should be done with the portal stack too (22 immune to magic dragons and flying across the battlefield make you fight in tears, not to mention the rest of the crowd).

Of course, everything above is the point of view of an amateur without deep knowledge of secret tactics, playing as a warrior, and whose ceiling is abusing darkness and raising the dead with BDP*:D, but I was comfortable playing at the same difficulty level and the previous campaign without any particular problems and restarts, so I sincerely hope for improvement and greater playability without losing complexity and interest.
Yes, in some places, the influence of randomness should indeed be reduced. Thank you.

Added 20 hours 31 minutes ago
The archive with the campaign in the topic header has been updated.

Changes:

- In the first mission, the starting area at the beginning of the second part of the game has been refined. Some creature stacks and artifacts are now not random. The reward for completing the quest from the titans has been changed. The process of transferring the hero to the beginning of the second part has been refined. Now, collisions and random distribution of stats should not occur. Another mentor has been added.
- Other minor changes.



A complete test of the functionality of all maps has been carried out.
5 years ago
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I played the new version, and it's true that the second half is much better. The scripts work smoothly, one after another, and the stacks and artifacts are enjoyable. Overall, it's excellent work. The speed boost at the beginning allowed me to quickly deal with the early game and move into the snow, where I cleared a path and approached the boots. Then, before the tower, some elementals were attacked by an angry dwarf with a hundred bears, and he ended up killing all the imps. In short, I had to spend a lot of time running around to gather a new army. My speed (including artifacts and skills) was only 14, so I had to build up another army to defeat the cyclops and reach Utopia. To be honest, I had high hopes for it, but, like the guild of mages in the city, it seems to be scripted in terms of spells. Catching only two unholy spells from them wasn't very fun. Then, problems started. I couldn't find the Phantom, and all I got from Darkness was a single Blind. Chaos, with the units halving each other's health with each attack, wasn't working out, so I had to switch to a different army. Luckily, reinforcements from Shio were a huge help. So, I continued on my way, defeated the third garrison, and found some more or less useful artifacts, although nothing special except Sandro's Cloak and the Robe. In general, I was making good progress towards the third city, and a new reinforcement arrived recently, when suddenly, this guy showed up (https://prnt.sc/uei6gh). I don't know what steroids this old man (Hangwu) was on, but the numbers blew my mind, and his stats are just insane (18, 29, 29, 22). He has 29 raw, unbuffed speed, while I have (21, 6, 17, 18). I collected everything I could find along the way. So, after that, I realized what this run, and the map in general, was all about. There's nothing in Darkness, no Phantom, and the army is just grinding me down. There's no way to win against these numbers. I have endless respect for you, author, for the first campaign and your efforts in creating maps for Heroes. You're doing an incredible amount of work, but I'm dropping this campaign. Replaying the garrisons for half an hour, kiting immune stacks of dragons with a return spell, I can understand, but what timeframe do I need to reach the third city so that this old man is at least somewhat killable, and at the same time, break through hordes of dwarves, especially fifty Erls, happily halving the entire army before it even moves, is beyond my skills. So, Sigrif's fate will remain a mystery to me
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5 years ago
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Rankord
so, the further fate of Sigrif will remain a mystery to me*:D

Too bad, but what can you do.
In this map, there are 2 formidable heroes - Hangwul and Wulfsten, who seem invincible, but in practice, it's not that bad. Against Hangwul, it's enough to capture any dwarven town and wait for the opponent to attack. The Call of Urgash will allow you to block all available cells behind the castle wall; you just need to try to destroy the catapult before it breaks through one of the walls. And then gradually kill the enemy units one by one in a devilish chain.*
Also, Remix in his walkthrough of this map showed how easily you can cut down most of these bosses' armies with deliberately trained necromancers.
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5 years ago
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actually, it all comes down to finding the right build and some rare base combinations for the Demon faction.
For example, a build based on Devil's Strike on Chaos + Sorcery/Shapeshifting makes the initial stages, missions 1-2, and missions 3 and 5 quite easy, even in the previous, fully random version. But this build is obviously only achievable through a lot of reloads and checking the starting skill points.
The Dwarves are strong on Dark. Storm Wind + Keen Mind allow you to control the enemy units before their turn and avoid taking heavy damage from lightning. In prolonged battles, when defending a castle, for example, you can completely debuff the enemy's defense and gradually take them down, which works very well against Dwarves or in the final stage of mission 4.
So, in my opinion, the difficulty fixes weren't really necessary. Of course, randomness plays a significant role, but when playing on the same hero, you need to be prepared for that. In the end, I managed to complete the old version of the campaign on Hero difficulty three times using these strategies, before I improved my result to Thunderlord, and that's already a pattern.
However, what really needs to be fixed is the ability to kill Wolfshtein when a city is destroyed (don't trigger RazeTown if the hero is in the city). You can also do this in mission 4. Adding travel spells for the Orcs in mission 3, as I've written about many times, would also be helpful - the Orcs get stuck in the underground and die after a week when all the cities are captured = easy victory.
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5 years ago
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I tried playing the Campaigns; before this, I had only played separate missions. I completed the first one—after a total lack of sp in the second half—using army recruitment + darkness + a cloak that dropped from Dragon Utopia. In the second one, everything was going well, but around week 3-4, I started approaching the second city (the snow one, not counting where the 4 heroes start) and saw 2 stacks of 10-12 dragons blocking the path (I had to break through at least one) and a stack of bears. Was this just bad luck with the random spawn, or is it supposed to be like that?
In reply to arterm
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5 years ago
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arterm
I tried playing a campaign; before this, I had only played separate missions. I completed the first one—despite a total lack of sp in the second half—using an army set + darkness + a cloak that dropped from the Dragon Utopia. In the second one, everything was going well, but around week 3-4, as I approached the second city (the snow town, not counting the one where the 4 heroes start), I saw 2 stacks of 10-12 dragons blocking the path (I needed to break through at least one) and a stack of bears. Was this just bad luck with the random spawn, or is it supposed to be like that?

To be honest, I don't remember such details anymore. If the creature stack isn't composite, then it's most likely random.
In reply to MasteR
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5 years ago
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I couldn't complete the first mission because Hangwul decided to stand in the garrison, and after that, my turn wasn't passed to me.
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5 years ago
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I started playing the updated version of the campaign and noticed something – I don't know if it's a bug or not. I captured the first Dwarf castle, Khrottar, and for some reason, none of my heroes interact with it. I can build in it, I can hire heroes in it, but when I enter the castle, the heroes don't appear. It's strange, and as a result, I can't learn spells in it. Has anyone else encountered this? Is it a bug or a feature? (I don't have any third-party mods installed; I'm using a clean version of 3.1). I can enter the city using the "Portal to City" spell, but the heroes don't appear in it when using the normal method.
In reply to Rankord
5 years ago
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Rankord
I finally managed to more or less normally complete half of the first mission, although I couldn't make it to the end due to endless restarts with those vile stacks of dwarves that are everywhere. And, accordingly, here is some very useful (though not necessarily so) subjective feedback

I wrote about randomness above, but I realized I greatly underestimated it on this map. Level 3 buff — hello, education; cleared everything around the Castle up to the assassins by the centaur — got 7(!!!!) points in SPD. Just 7 raw spell power and +3 from an artifact, I simply steamrolled everything alive. I take out the trackers, hello Tome of Power guarded by unupgraded titans. In short, I disintegrate everything in my path with one or two waves of fire, and the apotheosis is a cloak for +50% fire damage; simply, curtain call, 21 SPD, 1140 damage from a wave of firebreath. Of course, I kick the door down to the other demons and, with the starting stack of imps, finish the first part of the map in 2 months and 1 week, without ever even entering my Castle.

The second part of the map, stats are distributed 2 0 3 2, surrounded by absolutely harmless stacks like swordsmen and liches and, just like the cherry on top — I got the Obfuscate skill after level 4, and there was also an artifact for 1k gold guarded by unupgraded skeletal dragons. Naturally, I clear everything before the reinforcements from Shio arrive and finally emerge into the main gameplay of this mission. However, that's where the casino luck ended, and I made one big mistake when I tried to find a female leader again and go through spells once more, but nothing worked out — I couldn't find SPD artifacts, nor the leader herself. I went into Darkness — not a single decent high-level spell (managing to catch Unholy Word among the other 5th circle spells and Dragons from Utopia simultaneously is clearly a great start); in short, the build is dull, didn't find any useful artifacts (the ring for machines in the wagon was a pleasant surprise), battles were extremely sluggish and difficult, I had to do a ton of restarts, and in the end, I gave up at the second garrison before the coveted mentor.

In general, to sum up, author, if you are going to update the Campaigns, I strongly ask you to make it less dependent on luck checks. Given that the gameplay of this map assumes a build exclusively through magical power and 3 spells, some possible suggestions could be: a scripted witch with Protection/Obfuscate at the start, points for +1 SPD, maybe certain artifacts are needed, and generally all custom stacks behind garrisons and with level 7 creatures, because sometimes as soon as they spawn, it's immediately clear they can't be broken (horses and djinn spawned 75% of the time on the wizard's tower, devils and elven dragons on strong artifacts, etc.). The map is very and VERY dependent on how points are distributed into characteristics; the ideal start is described above, but before that, there were 3 failed attempts, and in one case, only 1(!!!!!!) point in SPD came in 20 levels, and as a result, there were 4 (3 from artifacts) to clear those vile stacks behind garrisons. And later, I won't claim based on my non-professional knowledge of battle mastery, but either the stacks (20+ damn titans with casts), or at least their number (~50 x3 angels(?!?!)) near the portal and library should also be changed, because they can only be broken through the most ideal conditions both in build and battlefield (it's terrifying to think what kind of trash happens on heroic difficulty).

Then, the second part of the map on the surface also desperately needs clearly defined stacks and maybe artifacts, because one bad spawn and you're heading for a restart. Poor distribution of points, and you're miserably clearing hundreds of units with a fork with 1 SPD. Then, the low amount of spell power for the hero (unless you're lucky with the base dump again) gives almost no chance to break garrisons through magic without unpleasant losses, and playing immediately through the army and reinforcements from Shio means months of waiting and an enemy with legions at the end. I won't insist, but putting the mentor at least one garrison closer would give hope for correcting mistakes and more profitable builds at the start (considering that what drops in the guilds for spells is a complete game of chance, a corresponding build is simply impossible to predict), and maybe something should be done with the portal stack too (22 magic-immune dragons flying across the whole battlefield make you fight in tears, not to mention the rest of the mob).*

Of course, the above are all the viewpoints of an amateur without deep knowledge of secret tactics, playing on warrior, and whose ceiling is abusing darkness and raising dead with BDP*, but I was comfortable playing on this same difficulty level in the previous campaign without any special hassles and restarts, so I sincerely hope for improvement and greater playability without loss in difficulty and interest.

Damn, well, if you can't pass on warrior :)
I've encountered legions stronger than yours here, several times over.
An army that is superior by several times and heroes with good damage, who in their right mind charges them head-on?
Level up the demon mentor, upgrade secondaries in BDP, machines with firearms, Devil's Strike, darkness, BDP, and keep the hero at a distance with the whole army not far from the Castle.
Regarding spells, Mind Control and Vampirism aren't in the Castles at all, but Berserk is. Spells carry over from the first half; if you don't fly blindly and quickly to who-knows-where, you can linger a bit and build up the guilds. There are many Castles; if Berserk doesn't drop, it's very bad, but the chance of it dropping is high enough. Upon transfer, the hero has no stats, but has plenty of mana and Berserk, which will help in the first battles, and then a bit of an army appears for the fight

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